Strength the first Fallout 4 SPECIAL video is out

Actually it requires 6 in CHA actually, not 5, it makes Charleston Cave a cakewalk and a lot of quests in OWB a walk in the park, same with the Green Geckos in Zion being docile and enemies thatcarry dogs getting attacked by their own dogs. You like to kill enemies, that's fine, that doesn't mean making the most enemy that isn't a Deathclaw or Cazador completely docile worthless, they also allow for completion of certain quests in pacifist easier without sneaking.

Well, you have to spend 4 points above the maximum of 1 (plus get the implant) to unlock it. I think that's what Gnarles Bronson was talking about. Honestly though in NV I seem to die from Nightstalkers more than anything else except cazadors (since they are fast, and roam in packs so you can't easily snipe them or kill them all with VATs before you're swarmed). But there's the ancillary benefit of "you don't have to kill dogs."

Seriously, I hate it when games force you to kill wolves or dogs. I'll happily spend a perk slot so I don't have to do it.
 
Honestly though in NV I seem to die from Nightstalkers more than anything else except cazadors (since they are fast, and roam in packs so you can't easily snipe them or kill them all with VATs before you're swarmed).

To me that has more to do with not being familiar with the game. Yeah, my first play through nightstalkers were tough, mostly from shock value of them coming out of nowhere; but when you know what to look for and where they are they're little more than a nuisance.
 
Honestly though in NV I seem to die from Nightstalkers more than anything else except cazadors (since they are fast, and roam in packs so you can't easily snipe them or kill them all with VATs before you're swarmed).

To me that has more to do with not being familiar with the game. Yeah, my first play through nightstalkers were tough, mostly from shock value of them coming out of nowhere; but when you know what to look for and where they are they're little more than a nuisance.

I've played NV 13 times, (12 times on hardcore, 10 of them on Very Hard). I know where every skill book is by heart and I can traverse the traps in the Honest Hearts caves by memory. I am *very* familiar with the game. It's just that Nightstalkers are particularly tough with how I play the game and well, I'm not actually good at aiming. They're fast, small, and roam in packs and are hard to sneak past.
 
Well, only Intelligence had such a hard gate on "You can't do this!!!", Agility had a more direct effecton how you played during Combat with it controlling Ap and all, Luck was the wild card.
Mmore often than not it was quest choices and skills what determined what you could and couldn't do. Inever felt like there were too many Stat gates. And in the first 2 games with their 200 and 300 cap on skills it was impossible to become a jack of all trades, altho it did have a lot of superfluous and redundant skills that needed trimming, it was always the Skill system that defined personal story instances. Then again, it's all personal experience, yet another thing that the multi layer character system has over this streamlined Perk chart shit system.

I'm not talking of stat gates but how much the individual stats influence things like sequence, distance from enemies in random encounters, the kind and frequency of enemy encounters, how many times you can attack per turn and with what attacks and so on and so forth. The difference between having a stat at 5 and the same stat at 10 was very palpable in game in the long run, but on the other hand I guess it's something you really notice only with multiple playthroughs.

Skills can go up to 300% but from what I know and tried benefits drop sharply after 100% to the point that I question how much going from 100% to 300% really affect your actions. It certainly doesn't affect your chanches of interactions because I doubt there are many, if any at all, skill gates that go above 100%. Unless you are roleplaying hardcore, characters will end up being proficient/skilled in one combat skill, Lockpick, Speech, Science and Repair.

It takes 4 (assuming you get the cha implant) stat points and a perk to get animal friend. Can I emphasize that more? Four! That's huge! And what does it do? It makes it so you don't have to kill mid-level enemies, that's it. Yes, it's worthless. Those stat points and perk would be much better served virtually anywhere else.

And I guess I'm alone in this, but really I'd rather kill enemies myself, rather than hope the AI of companions does what I want it to.

Animal Friend is great for non-violent runs. There are a lot of perks in New Vegas that aren't general purpose but make sense for roleplaying certain builds.
 
Last edited:
It takes 4 (assuming you get the cha implant) stat points and a perk to get animal friend. Can I emphasize that more? Four! That's huge! And what does it do? It makes it so you don't have to kill mid-level enemies, that's it. Yes, it's worthless.
Pacifist playthrough?
 
Unless they go heavy into sub-menus, or they map "special" responses to buttons other than the face buttons, it's going to be a lot worse than Mass Effect was. Mass Effect gave you six responses (three of which advance the conversation to the next step, and three of which can be tied to sub-menus) whereas Fo4 is only going to let you say four things at any one point.

I think they got this idea that "you should be able to walk around and maybe even shoot people while having a conversation" and they sacrificed a ton for that. I mean, tying the responses to face buttons is just asinine. If you just use a conversation wheel with an analog stick there are eight distinct places you can put conversation options, and even Planescape: Torment rarely had more than eight options at any particular conversation juncture.

Well, we have to wait and see I guess. But the fact that they have shown like pretty much zero dialog so far from the game ... tells me enough. But hey, it will be soon out anyway, so we all can look on youtube how bad or ... good the dialog reall will be. But like I said, I don't expect much. If anything it will be Skyrim with gunz.
 
Well, only Intelligence had such a hard gate on "You can't do this!!!", Agility had a more direct effecton how you played during Combat with it controlling Ap and all, Luck was the wild card.
Mmore often than not it was quest choices and skills what determined what you could and couldn't do. Inever felt like there were too many Stat gates. And in the first 2 games with their 200 and 300 cap on skills it was impossible to become a jack of all trades, altho it did have a lot of superfluous and redundant skills that needed trimming, it was always the Skill system that defined personal story instances. Then again, it's all personal experience, yet another thing that the multi layer character system has over this streamlined Perk chart shit system.

I'm not talking of stat gates but how much the individual stats influence things like sequence, distance from enemies in random encounters, the kind and frequency of enemy encounters, how many times you can attack per turn and with what attacks and so on and so forth. The difference between having a stat at 5 and the same stat at 10 was very palpable in game in the long run, but on the other hand I guess it's something you really notice only with multiple playthroughs.

Skills can go up to 300% but from what I know and tried benefits drop sharply after 100% to the point that I question how much going from 100% to 300% really affect your actions. It certainly doesn't affect your chanches of interactions because I doubt there are many, if any at all, skill gates that go above 100%. Unless you are roleplaying hardcore, characters will end up being proficient/skilled in one combat skill, Lockpick, Speech, Science and Repair.
I still think that Special aren't the primary influencers, except for Ag and Intelligence (and Luck in the Lowest and Highest tiers) they all have more passive effects, with your tagged and leveled skills influencign how you complete quests much more. Also there are numerous Stat buffing chems so you would just have to keep some jet handy to counter the lack of AP for example. I am not saying SPECIAL stats aren't important, butto me Skills are the most direct link between character and player. But they all need to exist together along with Perks. I wouldn't remove or combine any of the systems, they just need some fine tunning and expanding the ways they are implemented into quests.
 
Last edited:
Maybe i'm wrong, But they didn't mention that strength played a part in what kind of weapons you handle properly. As in New Vegas and 1,2 had. So, Back to fallout 3 where i could have a 1 in strength and still wield a mini gun. That is just.. lovely.
 
Of course, because Bethesda have no clue how to balance properly. Like when you leave Vault 101, you can go around the side of Megaton and get a free sniper rifle from a hollowed out rock. Just... wtf, Bethesda, seriously.
 
I'm sure that having one point in strength and being able to dual wield two mini guns sounds more like the Bethesda we know.
That video was talking about strength being tied to crafting, so by their logic the stronger you are the better at crafting you are because space magic!
 
I think no one here ever really complained much about their Art department. Except for the occasional missunderstanding, like giving every NPC a 50s hair cut and plastering every area with blunt 50s references. But the concept art for example is pretty well done. And you can say the same about almost any promotional content of Beth, like the SPECIAL video.
 
I think no one here ever really complained much about their Art department. Except for the occasional missunderstanding, like giving every NPC a 50s hair cut and plastering every area with blunt 50s references. But the concept art for example is pretty well done. And you can say the same about almost any promotional content of Beth, like the SPECIAL video.

In a way they live on pure hype. So they pour most of the effort there.
 
It's a little too cutesy for me. It reminds me of an old looney toons cartoon in animation and style, which doesn't really fit fallout at all imo.
 
I think no one here ever really complained much about their Art department. Except for the occasional missunderstanding, like giving every NPC a 50s hair cut and plastering every area with blunt 50s references. But the concept art for example is pretty well done. And you can say the same about almost any promotional content of Beth, like the SPECIAL video.

Some of their concept art for 3 was really good, Megaton especially. Shame the version we got looked very little like the concept art (let's just gloss over the stupid bomb in the centre).
 
Yeah well someone forgot to tell them that a crater isn't the best location for a town. Because craters have a tendency to ...

Bomb%20Crater%20%28500%20lb%20B-52%20drop%29.jpg


The more I think about it the more do I believe that Megaton was really a shitty concept to begin with. In almost every aspect. It is to small. It's inhabitants are pretty stupid. The Dialog is stupid. It's in a totally remote location without any support what so ever. Full of hostile creatures and bandits around them. But it all of course makes sense, because Beth says the people that didn't got in to the vault made a town out of a crashed plane! Yeeeah. I didn't really struck me when I played it for the first time. But now ... totally silly. Particularly when you consider how many locations F3 has where you could get much easier and much more scraps than in that little shitty locations just becuse it has one plane crash and some nuclear bomb inside.
 
The only way it'd make sense for people to build a village around a crater with an unexploded nuclear device in it would be if said residents were all crazed fanatics who worshipped the bomb as some sort of god.

For a city to be built around it where people only care about wearing nice hats is ridiculous in both concept and execution. :p
 
Yeah well someone forgot to tell them that a crater isn't the best location for a town. Because craters have a tendency to ...

Bomb%20Crater%20%28500%20lb%20B-52%20drop%29.jpg


The more I think about it the more do I believe that Megaton was really a shitty concept to begin with. In almost every aspect. It is to small. It's inhabitants are pretty stupid. The Dialog is stupid. It's in a totally remote location without any support what so ever. Full of hostile creatures and bandits around them. But it all of course makes sense, because Beth says the people that didn't got in to the vault made a town out of a crashed plane! Yeeeah. I didn't really struck me when I played it for the first time. But now ... totally silly. Particularly when you consider how many locations F3 has where you could get much easier and much more scraps than in that little shitty locations just becuse it has one plane crash and some nuclear bomb inside.

Eh, it depends. Water isn't an issue in the DC Wasteland because Bethesda apparently forgot about rain existing ;)

It makes for a good location if you take into account certain fundamentals, which unfortunately Bethesda never does. It's cooler to have an unexploded nuke than to actually think about things like economics and survival, and Bethesda always go for the rule of cool nonsense over anything else.
 
fundamentals, such as bombs that didn't explode not tending to make craters large enough for a settlement to exist inside of them, no matter how big of a nuke they were.
 
Back
Top